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Posts tagged “product management”

7 Essential Productivity Tools for Product Managers

As Product Managers our job is to gather information from a variety of different sources, make sense of it all, and then turn it into cohesive product visions and execution plans that end up growing the business exponentially (yes, we’re superheroes).  And we wouldn’t do it if we didn’t already love bringing order to chaos.  But sometimes we need a little help.  Below is a collection of software (mostly Mac-based) that I have found essential in my day-to-day PM work and helps me to always have a handle on what is going on in my projects.

I have broken these down into three categories:

  • Tools for project management. These are the programs that are always open on my Mac.  It starts with a high-level overview of all projects, and progressively gets into more detail and specifics.  I can’t imagine staying on top of all my parallel tasks without these.
  • Tools for wireframing. No designer wants a PM to tell them what a design should look like — and for good reason: it’s not our job.  But sometimes you want to put some of your design thoughts on paper, without being too prescriptive on the execution.  These tools help you do that.
  • Tools for collaboration. These are the tools that increase productivity by freeing documents from your hard drive and putting them in the cloud so you can work on them in collaboration with other stakeholders.

Tools for project management

1. OmniPlan ($150 from The Omni Group)

OmniPlan is the Mac version of Microsoft Project, except that it’s a lot faster to use so you don’t end of abandoning it in the middle of every project because of sheer frustration.  It lets you easily add projects and tasks, track progress, and add specific notes about each action if you need a little more detail.

2. OmniFocus ($80 from The Omni Group)

Describing OmniFocus as a fancy To-Do list (which it is) would be doing it a huge disservice.  It was designed from the ground up to make it easy to input thoughts very quickly (into the “Inbox” area), and then you can separate those thoughts into Goals vs. Tasks.  The tasks are then easily separated into Projects (which work like folders) and Contexts (which work more like tagging).  It is easy to switch views between Projects, Contexts, Flagged items, Urgent items, etc.  I basically start and end every day with OmniFocus.

One of the other huge advantages of using OmniFocus is the iPhone app.  It’s expensive ($20), but well worth it.  One complaint I do have is that it’s not as easy to sync as it should be, which is disappointing.  The only free way to sync OmniFocus Mac with the iPhone App is through sharing on a Wi-Fi network.  There is no central database that syncs automatically between devices.  But this is my only gripe with it.  As long as you have your iPhone on and connected to the same wireless network as the Mac, it works like a charm and cross-syncs beautifully.

3. Evernote (free for a basic account)

I was resistant to using Evernote at first, because I really didn’t know what I would use it for.  Now I’m not sure how I ever got anything done without it.  This is the ultimate cloud application.  It syncs seamlessly between the web site, other computers where you have it installed, and the iPhone app.

Yes, I know, it’s just software for taking notes.  But I use it in so many ways.   Meeting notes, web clippings (get the Firefox plugin!), photos of whiteboard drawings… the list goes on and on.  And the fact that it immediately syncs with your account means that your notes are accessible on all your devices, which really helps when you eventually sit down at your desk and have to make sense of all the stuff you put in there during the day.  Also, the price is right!

Tools for wireframing

4. OmniGraffle Pro ($200 from The Omni Group)

This is the Mac’s answer to Visio (except, you know, better again).  Whenever I start working on a new project, OmniGraffle is my tool of choice to diagram the existing flow and any proposed changes.  I also use this to provide a more visual representation of any data that we have on any of the flows/pages - analytics, CS, user research, etc.  This really helps to get all stakeholders on the same page so you can solve for the right problems.

5. Balsamiq Mockups ($79 for desktop version)

As I mentioned at the start of this post, PMs need to be careful about producing mockups.  But that’s what makes Balsamiq such a perfect piece of software.  It is an easy-to-use, low fidelity mockup and wireframing tool that allows you to get ideas on paper without any visual design elements.  This allows you and the designers to get on the same page without stepping on each others’ toes.  Here is a demo from YouTube:

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Tools for collaboration

6. Google Docs (free)

I have been Microsoft Office free for a while now, and I haven’t missed any part of it.  Google Docs allow you to be truly collaborative on your documents.  You can start a document and other stakeholders can add to it, comment on it, change it, and it’s all saved in real-time.  One of the best features is that multiple users can edit at the same time.  This means that, for example, PMs, designers, and engineers can work on the same document, and come out of a meeting with a finalized spec.

One drawback is that there is very limited version control in Google Docs, so that would be the only word of caution - use file names wisely to provide your own form of version control.

7. Dropbox (free for 2GB of storage)

I haven’t met anyone who has used Dropbox and didn’t fall in love with it.  Dropbox is how you would design file storage if the personal computer didn’t start out with hard drives.  It allows you to store your files in the cloud and access it from any computer — and from your iPhone with the free app.

The iPhone app needs some improvement, particularly to allow you to add folders as favorites for offline viewing, but that is a small complaint.  Dropbox basically means that you can work from anywhere.

Now go and be productive

So that’s my list.  I’d love to hear what other PMs are using to stay on top of their projects, and what your experiences have been with using the software in this post.  Let’s go be (organized) superheroes now…

Toward a universal model for software product development

Introduction

I’ve seen a lot of product development processes over the years, and as with most things, it’s important to take what works for your organization, and leave what doesn’t work.  These processes go by different names, mainly various combinations of the words Product Development Lifecycle (PLC or PDLC).  There are also a common thread through most product development models, and this article assumes that the reader has a basic understanding of the general five steps of product development:

Great work has been done on fine-tuning the details of the PDLC, but it has always bothered me that there is not one universal model for software product development that fits two main criteria:

  • Specific enough so that it gives real and practical guidance for product managers and organizations on how to design and develop good product.
  • General enough so that it can be applied to all different types of software development methodologies (Agile, Waterfall, Spiral, etc.)

And that is what I set out to do in this article.

A universal model for software product development - first draft

So, here is what I have come up with so far.  I hope that this initial attempt at a universal model for software product development can generate some discussion on what works and what doesn’t, what’s missing, how it can be refined, etc.  Below the illustration I go into more detail on each aspect of the model (click to enlarge).

There are a few assumptions that are important to note about this model:

  • Regardless of the development methodology, representatives from Product, Marketing, Business, Design, and Engineering should be involved to some extent in each step, all the way to the writing of the technical specifications, after which it largely becomes an Engineering and Product effort.
  • Having said that, it is important for one person to own this process (i.e. be accountable for its success) from start to finish, and that person should be the Product Manager.  A good product manager is not a dictator.  He/she is a facilitator between all the different stakeholders in a product, and the really good ones are able to get through this model on time and on budget, every time and with as much consensus between groups as possible.
  • This model is designed to work for any organizational structure, project size, and timeline.  If the project is large, more time can be spent on each step.  If the project has a tight timeline, it doesn’t mean that you will skip the “Iterate” part of “Design + Iterate.”  It just means that you will spend less time on it (more on that later).
  • I highly recommend reading Adam Nash’s post entitled “Guide to Product Planning: Three Feature Buckets.”  He recommends that every feature release should have a combination of what he calls Customer requests, Metrics movers, and Customer delight.  I am in total agreement with him, and this is an important underlying assumption for this model to work effectively.

Detailed discussion of the different aspects of the model

Let me start by saying it is possible to write a separate blog post about each of the bullet points below.  My goal here is to be general and make one or two points about each aspect.  If there is interest I could expand further on any of the concepts in the model.  So with that said, let’s look at some definitions and implications of the model:

  • The starting point - identifying needs.  At the beginning of any project (new or iterative), it is important to gather and synthesize input from three different sources:
    • User needs.  Everyone needs to have a good understand of the market, the target segments, and their behaviors and attitudes.  There’s not enough room to go into detail here, but it is important to look at four sources of user input: market research (segmentation, etc.), user experience research (usability studies, ethnographic explorations), site analytics (behavioral analysis), and customer support (call transcripts, interviews of CS reps, etc.).  Having this common understanding allows the organization to build products that matter to users.
    • Business needs.  User experience practitioners too often neglect the fact that well, your site has to make money!  Revenue goals are not a good excuse for bad design, and that attainable revenue goals are essential to push the organization to design good product.
    • Technology needs.  Engineering needs to be at the table from the start.  They know the limitations of the product, they know what needs to be fixed, they know where the architecture can improve.  Their up-front input is essential in good product development.
  • Problem statement (Requirements).  I am indebted to Pragmatic Marketing, particularly a post entitled “On Reqs and Specs: The Roles and Behaviors for Effective Product Definition,” for the definitions I use for the three different documentation outcomes in this model: Requirements, Functional specifications, and Technical specifications.  The first outcome from the discussion and synthesis of needs is a common understanding of the problem statement you are trying to address, which takes the form of Requirements.   A requirement is simply a short statement of the problem, and Pragmatic Marketing recommends the following format:  “Our preference is the Requirements That Work format: [Persona] has [problem] with [frequency]. It forces product managers to explore the problem, not the solution, and helps the design team understand the context of the problem.”
  • Diverging and converging design thinking. Once the problem has been defined and agreed upon, the team starts thinking about solutions.  There are three important aspects of this phase, which is often called Product Discovery:
    • Start with blue sky ideation (divergent thinking).  At this point, don’t limit solutions by what is technically or otherwise feasible.  Spend time dreaming about the product - this is where innovation happens!
    • Relentlessly prioritize (convergent thinking).  This is the part of the process where nonsensical ideas are thrown out, and the team consolidates around a few possible solutions to the problem that can be further explored.  Remember: there is no commitment to implementation or specific designs yet at this phase.
    • Apply the technology filter only after the ideation phase. I wanted to explicitly call out the roll of Engineering during the solution discovery phase.  It is a mistake to bring Engineering in too late in the process.  There is a very important technology filter that needs to be applied during prioritization.  What is technically feasible?  If something is currently not feasible, what would it cost to build the right architecture?  Those early inputs can save a lot of headache down the road.
  • Functional specifications. The second output document from this model are the Functional specifications, which Joel Spolsky defines as follows: “A functional specification describes how a product will work entirely from the user’s perspective. It doesn’t care how the thing is implemented. It talks about features. It specifies screens, menus, dialogs, and so on.” Note that we’re not talking about technical implementation yet, that comes later.
  • Design and Iterate.  Everyone designs a product, but it is sad to see that when time/budget gets tight, iterating on it before it goes live is often the first part of the process to fly out the window.  It cannot be overstated how important it is to prototype and test your designs before they go live.  And not having time is really no excuse.  If you have no time, make a paper prototype and test it with three of your friends over coffee in the evening.  You’d be surprised how much value this can add.  Boxes and Arrows has a great article on prototyping and how to integrate it with your design process that’s well worth the read.
  • Technical specifications. Only once you have a set of Functional specifications and a Prototype of some form (even if it is very low fidelity), it is time to work on implementation.  Quoting Joel Spolsky again, “A technical specification describes the internal implementation of the program. It talks about data structures, relational database models, choice of programming languages and tools, algorithms, etc.”
  • Build and launch. If you’ve done the upfront work, this could actually be the easy part.  You have a set of requirements, a prototype, and a detailed set of specifications to work with, so now it’s time for the Engineers to work their magic and build the product.
  • Assess.  The assessment phase is extremely important and often overlooked.  It is important to define your measures of success upfront, and then follow up to see if you’ve met those goals.  How do users respond to the product?  Are we meeting revenue/engagement goals?  Are there bugs that need to be fixed?  What can we learn from how users interact with the product to give us ideas for new products?  I’m also an advocate for using the same four sources of input we discussed earlier (market research, user experience research, site analytics, and customer support), as opposed to relying on only one methodology, like a 3-week A/B test.  More on the dangers of that in one of my earlier posts.

Implications and final thoughts

I think this is a decent first attempt at a universal model for product development that can be applied to any timeline or organization type, but it is far from perfect.  I hope that the product management community can come together and refine this so that we can end up with a credible, relevant, and useful model for building great product.

Eventually, I’d like us to build out this model so that it is more easily adjustable based on certain constraints that might exisit within a project, such as budget, time, development methodology, and team size.  But let’s see if this one passes the smell test first…

What MSN Mobile can teach us about good design

As designers and user experience practitioners, most of us can look at web interfaces and immediately tell the good ones from the bad ones.  The good ones are usually an indication of execution built on a collaborative and equal effort between different groups and stakeholders.  The bad ones usually point to one of two things:

  • The site was chopped up and different teams owned different parts of the same pages without a clear plan for holistic design; or
  • Somewhere along the line relationships turned sour, decisions got escalated, and one of the groups/stakeholders won a contentious argument about the design of the product.

I came across one such example of poor execution today while browsing the MSN Mobile web site on my iPhone.  Here is what I saw:

Notice that there are (or appears to be) four editable form fields on this screen:

  1. The Safari address bar
  2. The Safari Google search bar
  3. The small MSN search box
  4. The big Bing search box

There should be little confusion with the first two fields — they are part of the Safari browser and clearly not part of the mobile web content.  However, the other two search bars present several problems.  Notice how both have the little magnifying glass search icon, indicating that you should be able to use both to search.  The questions users will ask themselves are, which search box should I use?  Do I want to search MSN or Bing?  What’s the difference between these two search boxes?

I’m sure most of you have also figured out what’s actually going on here — the Bing search box is not a search box at all, it is a clickable advertisement (pre-filled with “Miley Cyrus” for some reason, but let’s leave that out of the discussion for now).  It’s also clear from what we know about affordance that the user is encouraged to use the Bing search box due to its prominence, size, and iconography that’s consistent with search behavior across the web.  I think we can all agree that this is just bad usability, plain and simple, but I also started thinking about how something like this could happen.  I can think of two scenarios:

  • Informational content and advertising are owned by different groups. It is very likely that the advertising team were given the top banner placement on this page, with not much oversight about what they put in there.  They likely have their own designers who design for the advertising team, with no need or desire to think about the context of the entire page.
  • Revenue goals trump good usability.  Another possibility is that the designers are fully aware of this issue, but that Bing, possibly a different business unit than MSN Mobile, has strong revenue goals that they have to meet for their advertising campaigns.

Or it could, of course, be a combination of these two scenarios.  I think we can learn some very important design lessons from this seemingly innocuous usability flaw:

  • Never design in isolation.  This is such a simple principle, but it is still so remarkably easy to guess a company’s organizational structure just by looking at their web site.  Siloed design is one of the easiest design problems to fix, but it does take some courage: strong product management, a sincere desire to collaborate across business units, and an executive mandate to make it happen. All the MSN team had to do was get the designers/PMs together and design a Bing ad that fits with the page structure and doesn’t cannibalize search queries that should go through the MSN search box.
  • Aggressive revenue goals are not an excuse for bad design. As a user experience product manager, I am a realist and completely in favor of feature prioritization and pushing for meeting aggressive revenue goals.  But revenue-generating features should never be implemented at the expense of the usability of your web site. Too often we see examples of poor implementation of an interface because the team couldn’t find a way to reconcile the business goals with proper user-centered design.  I believe the MSN Mobile example is such an occasion.

But wait, there’s more!  Unfortunately, the MSN Mobile example then goes from bad to worse.  Clicking anywhere in the Bing ad brings up this page:

There’s just not much you can say about that.  At this point you’ve lost customers who could have done their searches through MSN Mobile.  Game over, everybody loses…

The dangers of "test and learn"

A recent discussion on a user experience forum I participate in turned to the topic of A/B testing.  I really enjoyed the conversation so I wanted to reiterate some of the points I made, and expand on it a little bit as well.  It’s not my goal to define A/B testing here but to share my opinion on its use.  I believe that even though A/B testing can be extremely valuable to help identify the best iteration of a site or a particular page, it should never be used in isolation.

Since A/B testing is relatively cheap to do and the results are so compelling, companies are in danger of adopting a “test and learn” culture where pages are just A/B tested with no additional user input.  That would be the wrong way to go.  A/B testing shouldn’t be used on its own to make decisions, it should always be used in conjunction with other research methods — both qualitative (such as usability testing, ethnography) and quantitative (such as desirability studies).

A/B testing is an important method in the research toolkit because it can give you information that usability testing on its own cannot.  The main goal of A/B testing is to see how business metrics move up and down depending on the version of the page — click through rates, checkout rates, purchasing rates, etc.  You can’t see that with usability testing alone.  But as Kohavi et al. point out in their paper Practical Guide to Controlled Experiments on the Web, A/B testing has some major limitations:

  • Quantitative Metrics, but No Explanations. It is possible to know which variant is better, and by how much, but not why.  In user studies, for example, behavior is often augmented with users’ comments, and hence usability labs can be used to augment and complement controlled experiments.
  • Short term vs. Long Term Effects. Controlled experiments measure effects during the experimentation period, typically a few weeks.   It is wise to look at delayed conversion metrics, where there is a lag from the time a user is exposed to something and take action. These are sometimes called latent conversions.
  • Primacy and Newness Effects. These are opposite effects that need to be recognized. If you change the navigation on a web site, experienced users may be less efficient until they get used to the new navigation, thus giving an inherent advantage to the Control. Conversely, when a new design or feature is introduced, some users will investigate it, click everywhere, and thus introduce a “newness” bias.
  • Features Must be Implemented. A live controlled experiment needs to expose some users to a Treatment different than the current site (Control). The feature may be a prototype that is being tested against a small portion, or may not cover all edge cases.  Nonetheless, the feature must be implemented and be of sufficient quality to expose users to it.
  • Consistency. Users may notice they are getting a different variant than their friends and family. It is also possible that the same user will see multiple variants when using different computers (with different cookies).

As with most things, it is important to use A/B testing responsibly.   Since every research/testing method comes with its own limitations, a combination of methods is the only way to get the full picture and make the right decisions.